Korlyam the Arcanine(Move your mouse to reveal the content)Korlyam the Arcanine (open)Korlyam the Arcanine (close)

*<Arcanine> [Korlyam] (Male)Nature: NaughtyType:Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.Justified (DW)(UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Lasfirlian the Weavile(Move your mouse to reveal the content)Lasfirlian the Weavile (open)Lasfirlian the Weavile (close)

<Weavile> [Lasfirlian] (Male)Nature: Lonely (+1 to Attack, -1 to Def)Type:Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:Pressure:(Innate)This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.Pickpocket:(DW)(UNLOCKED)(Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Casalimai the Revenankh(Move your mouse to reveal the content)Casalimai the Revenankh (open)Casalimai the Revenankh (close)

<Revenankh> [Casalimai] (Male)Nature: AdamantType:Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Infiltrator:(Innate)(DW)(LOCKED)Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

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Korlyam the Arcanine(Move your mouse to reveal the content)Korlyam the Arcanine (open)Korlyam the Arcanine (close)

*<Arcanine> [Korlyam] (Male)Nature: NaughtyType:Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.Justified (DW)(UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Lasfirlian the Weavile(Move your mouse to reveal the content)Lasfirlian the Weavile (open)Lasfirlian the Weavile (close)

<Weavile> [Lasfirlian] (Male)Nature: Lonely (+1 to Attack, -1 to Def)Type:Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:Pressure:(Innate)This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.Pickpocket:(DW)(UNLOCKED)(Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Casalimai the Revenankh(Move your mouse to reveal the content)Casalimai the Revenankh (open)Casalimai the Revenankh (close)

<Revenankh> [Casalimai] (Male)Nature: AdamantType:Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Infiltrator:(Innate)(DW)(LOCKED)Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Mollux - Dream (F)
KOC： 0Nature: BoldType: Fire/PoisonFire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.Illuminate (DW Locked): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

Type: Fighting/SteelFighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Justified (DW (Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Types: Electric/DragonElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Overcoat (DW Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

ABILITIESIntimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

TYPERock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

ABILITIESClear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)Sturdy (DW): (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Revenankh [Pharant] (M)NATURE: Relaxed (-10% Evasion)
TYPEGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

ABILITIESShed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Abilities:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.Iron Fist:(DW UNLOCKED) (Trait) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Water Absorb: (Innate)
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.Hydration (DW UNLOCKED): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stratagem, MNature: Modest(+1 S. Attack, -1 Attack)Type: RockRock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).Mold Breaker (DW): UNLOCKED (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Metagross, RockyNature: Quiet (+1 SpAtk, -15% Speed, -10% Evasion)Type: Steel/PsychicSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Type: Fighting/SteelFighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Justified (DW (Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Types: Electric/DragonElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Overcoat (DW Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Abilities: Dry Skin - (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. (DW) Illuminate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.

Abilities: Unaware - (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Klutz - (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.* (DW) Simple - (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the stage modifier. Stats still maximize or minimize at six stages.

Unused to the outside world, Cassandra is innately afraid of anything that isn't commonly found in a cave (along with a few things that are). Despite this fear, she's learned to mount a powerful, snowballing offensive with all of her willpower behind it when called on. When allowed, however, she nonetheless focuses on defensive play and protecting herself from attack.

Abilities: Shield Dust - (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static - (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. (DW) Overcoat - (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Bellistar was a sort of privileged birth—specially selected from a clutch for use by a battling trainer. Compensating for her standing is often difficult, and she finds herself leaving things unmentioned out of fear of being perceived as uppity or snobbish.

Abilities: Flame Body - (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. (DW) Swarm - (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

(Additiona Trait) Levitate - (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

A rigid follower and enforcer of rules, Volcarona believes in discretion over valor and vitality over violence. She has little regard for wastefulness or recklessness, and calculates all of her moves before executing them without fear.

Click to expand...

I add 5 more Sport Balls and 5 more Heal Balls to this. Let the madness commence!

Swampert (Kippy) Male ♫Nature: AdamantType: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damageThick Fat (UNLOCKED): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Abilities:Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)Healer (DW ability- UNLOCKED): (Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

Quiet - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy on an opponent's attacks. Adds * to Special Attack.​

Types:

Water: Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).Ground: Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.​

Abilities:

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.​

Water: Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).Psychic: Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.​

Abilities:

Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.Analytic: Can be Enabled If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.​

Normal: Adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.​

Abilities:

Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance.Gluttony (DW): Innate This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).​

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:

Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Sand Veil: (DW) (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:

Steadfast: (Innate)If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Inner Focus: (Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Justified: (DW) (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:

Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.

Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Abilities:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.Iron Fist:(DW UNLOCKED) (Trait) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Water Absorb: (Innate)
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.Hydration (DW UNLOCKED): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stratagem, MNature: Modest(+1 S. Attack, -1 Attack)Type: RockRock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).Mold Breaker (DW): UNLOCKED (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Metagross, RockyNature: Quiet (+1 SpAtk, -15% Speed, -10% Evasion)Type: Steel/PsychicSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Swampert (Kippy) Male ♫Nature: AdamantType: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damageThick Fat (UNLOCKED): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Abilities:Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)Healer (DW ability- UNLOCKED): (Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

Also, Arcanite, your challenge is illegal: You can only bring as many held items as Pokemon in your party, & Training items are banned now, sadly... :(
Also, Berries count as held items. Let me know when you fix your challenge either by VM or by posting in this thread & I can legalise your challenge.

Cyclohm [Nimbus] (M)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type: Electric/Dragon
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Abilities:
Adaptability (Innate):The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download (Innate): At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW) (Innate): If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Abilities:
Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts..
Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Revenankh [] (M)Nature: Adamant (+1 Atk, -1 SpA)Type: Ghost/FightingGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Abilities:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.Iron Fist (DW): (Trait) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

Mollux [] (F)Nature: Timid (+15% Spe, +9% Acc, -1 Atk)Type:Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.Illuminate (DW): (Can be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Type: Water / Poison
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

ABILITIESClear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.Rain Dish (Unlocked): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Type: Ghost / Fighting
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

ABILITIESShed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Infiltrator (Unlocked): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Type: Water / Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

ABILITIESOblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.Regenerator (Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Revenankh [] (M)Nature: Adamant (+1 Atk, -1 SpA)Type: Ghost/FightingGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Abilities:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.Iron Fist (DW): (Trait) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

Mollux [] (F)Nature: Timid (+15% Spe, +9% Acc, -1 Atk)Type:Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.Illuminate (DW): (Can be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.